Status Counters I thought I figured it out..but...
#1
Posted 22 October 2024 - 07:40 PM
What are the real purposes of Status Counters because it would seem as if they're there to be a confusing built in counter but also can be named but also not really because you have to change a counter with that name but also STATUS COUNTER 3, for instance. And then you have to use both somewhere to get it to actually appear as a status in the pause screen? It seems as though I have to change it twice in order to get it to properly work and further more STATUS COUNTER # doesn't ever seem to be recognized as key words in a way one might expect...
So am I missing something? Is this this a forgot MZX 1.0 feature that just never had the ALT+S menu removed (which is how I accidentally found it...I totally was not looking for a Scooby Doo mystery)?
Thanks for anyone who sheds light on this topic.
#2
Posted 22 October 2024 - 07:51 PM
hseiken, on 22 October 2024 - 01:40 PM, said:
Yeah, it is a little silly that the counter name also has to be the display name, but that's how it's been since MZX 1.x. edit: the value you set in Alt+S or with STATUS COUNTER # "name" will at least force case, though, so if your counter is "abcdef", you can make it display as "AbCdEf".
Quote
In my testing, I haven't had these problems—it takes effect right away and STATUS COUNTER # "name" is always recognized as a valid command. The first problem might be that if you set the counter to 0 the first time, it won't display.
This post has been edited by Lachesis: 22 October 2024 - 07:54 PM
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#3
Posted 22 October 2024 - 08:48 PM
Lachesis, on 22 October 2024 - 02:51 PM, said:
Yeah, it is a little silly that the counter name also has to be the display name, but that's how it's been since MZX 1.x. edit: the value you set in Alt+S or with STATUS COUNTER # "name" will at least force case, though, so if your counter is "abcdef", you can make it display as "AbCdEf".
In my testing, I haven't had these problems—it takes effect right away and STATUS COUNTER # "name" is always recognized as a valid command. The first problem might be that if you set the counter to 0 the first time, it won't display.
Similarly, am I not understanding GIVE/TAKE commands? I'm trying to get the BLAST potion effect, which is instant...I've tried to GIVE 1 POTION(S), TAKE 1 POTION(S) etc. and found the stuff like HEALTHS and AMMOS were give and takable...and other potion/ring effects can just be set..so I looked for a BLAST command...found EXPLODE, which makes a robot explode, not do the potion effect. So then I tried to PUT the item directly on the player...also no go...
What am I missing here?
#4
Posted 23 October 2024 - 12:46 AM
As to potion effects from robotic, iirc there's no way to cause the BLAST potion effect programmatically from robotic (except maybe placing one and making the player move onto it?).
IIRC these are the only potion effects that can be called from robotic one way or another:
direct commands:
AVALANCHE
BLIND
FIREWALKER
FREEZETIME
SLOWTIME
WIND
can be easily emulated with existing commands:
HEALTH (give/inc)
POISON (take/dec)
KILL ENEMIES (series of "change" commands)
DETONATE (change bombs explosion)
the following otoh do not have easy robotic equivalents:
BLAST
SUMMON
BANISH
INVINCO
The GIVE and TAKE commands are basically just "inc" and "dec" (because all player status things are counters) except TAKE has an inbuilt condition if the decrease would set below 0.
<@Tixus> Anyway, I set the year to 1988 for some reason.
<@Tixus> And set the microwave to run for a minute and 28 seconds.
<@Tixus> But it failed to send me back in time, and I was disappointed.
<Insidious> Tixus accidentally microwaved the 80s
<Insidious> that is my takeaway from this
#5
Posted 23 October 2024 - 01:03 AM
As for emulating the BLAST effect, it's usually done with a 1-2 combo of AVALANCHE + CHANGE cNN Boulder pNN to cNN Explosion pNN commands. If you have boulders onboard already, those need to be taken into account when doing this.
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#6
Posted 23 October 2024 - 01:56 AM
Terryn, on 22 October 2024 - 08:03 PM, said:
As for emulating the BLAST effect, it's usually done with a 1-2 combo of AVALANCHE + CHANGE cNN Boulder pNN to cNN Explosion pNN commands. If you have boulders onboard already, those need to be taken into account when doing this.
I had no idea Explosion was an item!
#7
Posted 23 October 2024 - 02:49 AM
Terryn, on 22 October 2024 - 08:03 PM, said:
As for emulating the BLAST effect, it's usually done with a 1-2 combo of AVALANCHE + CHANGE cNN Boulder pNN to cNN Explosion pNN commands. If you have boulders onboard already, those need to be taken into account when doing this.
That tip worked great. Combined with giving the player 8 cyclces of invincibility for the size/state of the explosions, it's pretty convincing looking. Thanks!